U75.7 Preview - Loot

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Shear-buckler

Master of reactions
Considering how many line items we lost with this sun/moon aug setup, your point is incorrect. Even WITH the 3 piece sets, you are behind a properly setup 5 piece and 3 piece set with alot of line items. So it seems you haven't done any math...
Nope. The number of lines does not matter if they are the wrong stats. A solar/lunar set up with set augments is almost always significantly better than using old set gear.

I have done the math, have you?
 
Nope. The number of lines does not matter if they are the wrong stats. A solar/lunar set up with set augments is almost always significantly better than using old set gear.

I have done the math, have you?
Yes I have, you come out way better using either perfected wrath or the vecna DPS setup over all sun setup, any day of the week. It's not even close. Your mathematics are wrong then, try again ;)
 
My understanding that set aurments intended to add flexibility and use of non-set items or items with set bonuses (at cost of disabling original set effet) with sun/moon augment now you have same set effects and at no cost can add 2-3 more set effects that were not available before making set augments very strong.


Correct but you dont need all effects - dont need both MP and RP, dont need DS and DS at same time.

If set augments to stay and expand, maybe change augment colors they go to (green, yellow, blue) - make them more competitive in item setup. I dont use set augments but disabling sun/moon augments maybe too much. Would be ok if set augments were unique effects - most current set augments replicate existing sun/moon variants.
You would need all 5 just to replicate the two stats, and the 3 DPS things you want. And your still behind... So you made a bad point about the doubleshot and the MP/RP. Even if you remove the other, you still WAY behind. It's not even close. How is everyone this bad at basic math.
 

Dazling

Well-known member
I don't much care for the "100% customizable" type items, but I get it. I hope that design space is not repeated until at least level 40 - completely customizable loot isn't fun IMO, although I'm sure it's some people's cups of tea.

The artifacts look pointless unless I'm missing something.

Many of the weapons seem to be terrible types of weapons, which hold them back heavily. I'm guessing the next archetype or iconic will have pick support?

Underwhelmed by the shields as well. I will likely go for the kama on my thrower as I believe it'll be strictly better than my current dino bone offhand or the calamitous I was planning to upgrade to since it has the "bane damage on spells and attacks", so long as that properly applies to the mainhand.

I hope there are some significant changes before release, none of this seems super exciting. The minor artifacts getting cool effects could be neat, or some more support for strong generally useable variable-type raid weapons like attuned dino bone weapons were.
 

Nickodeamous

Mercenary for Hire
ok, i looked at the loot. Maybe i am missing something, but it does seem to be missing that "raid feel". Like, "oh man, i could really use this for x build". Welp, i guess I'll see what's next for good ol' DDO.
 

Bliv

Well-known member
Although I see flexibility, I do not understand why most of the items are just blanks looking for augments.

As far as artifacts go, the goggles from Cold Snap grant something besides only augment slots. I don't get why the artifacts from the raid would not be the same. If not, they will be inferior.

The weapons look nice. I will definitely try some of them.

But it really seems like this needs some polishing, as well as more flavour and uniqueness.

Copy/Paste is a great thing, unless there's too much of it...
 

Anurakh

Little Nixie
Hmm, there are a lot of missing augment slots on those items. And some have the wrong icon (hat instead of necklace, etc.). The artifacts are missing an enchantment.

Otherwise, unless there are some fabulous and unique augments in the raid, I don't see anything interesting.

Weapons and rings need sun/moon augments. They're not competitive as they are.
 

Neain

Well-known member
so, I like the loot with the caveat that the next few expansions have proper sets once more. I quite like mixing sets with the build a gear, but I really dont want to have to 'build' 100% of my gear.
At the moment its more fun for me to mix and match sets with 2-4 lamordian items to make my gear. If the next few expansions are all the same, then eventually its no longer going to be viable and the gear options will feel very boring to me.
 

Raedier

The Druid
After looking at the raid craftable augments:
This is meta defining, well on the way to fixing nuker DPS, can i assume this comes with a fix to elemental DoTs being overwritten by other DoT's of the same element? Think of bitter frostbite+alchemical ice for example, currently these don't stack.
I haven't tested yet if two players using the same DoT (Rupturing echo for example) causes one of them to be overwritten but i will test it when i get the time, hoping this can all get into the game without any major bugs or issues.

After looking at the raid gear:
The equippable items themselves do leave a lot to be desired, can i assume they are bugged/unfinished? this seems to happen more often on the 1st lammania preview of a new raid or expansion.
Most of the gear has 4 crafting slots with artifacts having only 3, i can't imagine this being by design.

Overall i am happy with the first loot preview, this is also assuming a bunch of the items (mainly the artifacts) came in unfinished.

My Druid and wizard will be very well off with the new gear, possibly looking at an entire new gear tetris.

For my barbarian i'm not sure if any of this gear is of any use, then again i'm hoping most of it is unfinished as it usually happens with the first lamannia preview.
 

Qubert

Well-known member
I have found some bugs and will give my feedback below. Overall some cool ideas and nice to see some new Lamordia augments added.

Bugs:

All weapons
They currently have 6 stat (my guess is that Melancholic and Dolorous are redundant here)​
The Cleaving Claw
Item looks like a pickaxe and not a kama​
Revel in Blood effect is not proc-ing​
The Reaper of Lives
Item looks like a pickaxe and not a sickle​
Revel in Blood effect is not proc-ing​
The Shattering Death
Revel in Blood effect is not proc-ing​
The Slayer of the Living
Item looks like a pickaxe and not a club​
All Accessories
Missing an augment slot​
All Artifacts
Missing an augment slot​
Either missing an effect slot or woeful slot​
The Mask of the Killer
Visual effect of equipping it does not display on multiple races.​
The Harrowing Remains
Icon looks like a hat. Needs to look like a neck slot item​

Woeful Frostbite, Lightning, Acidburn, Echoes, Venom, and Echoes are not proc-ing on cast or weapon hits
Artifacts and accessories are listed as BTA not sure if this is intended for raids.

Feedback:

  • It would be nice to have the shields have woeful slot instead of melancholic. This way they are competitive with other offhands.
  • The artifacts are missing a slot. I hope these are cool effects and not just another crafting slot.
  • The Miserable Spell Crit chance on weapons is cool to have. It would be nice to move them to melancholic
 

DagazUlf

New member
Not really seeing the point of any of this. Seems very minimally (and often not), better than IoD crafting and items.
 

Wisefreelancer

Well-known member
Please give Cataclysmic shields decent augment slots - they only have the basic weapon ones and no higher ones, meaning none of the rarer raid augments from either the weapon or accessory sets.
 

SteelStar

Senior Systems Designer
  • The artifacts are missing a slot. I hope these are cool effects and not just another crafting slot.
KNOWN ISSUE: They are missing their static effect in this Preview, aiming to fix for next Preview. The Artifacts are intended to be:
  • The Band of Binding
    • Artifact Ring
      • New: Memory of Binding: On weapon hit, you have a chance of paralyzing your enemies. Struck enemies must make a DC 120 Fortitude save or be paralyzed.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Mask of the Killer
    • Artifact Helm
      • New: Memory of Butchery: You have a lingering voice in your mind, reminding you of the weak points in every body. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Harrowing Remains
    • Artifact Necklace
      • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Life for the Lifeless
    • Artifact Bracers
      • New: Memory of Animated Objects: +(Above 159) Equipment Bonus to Rust and Repair Spell Power. +(above 23) Enhancement Bonus to Rust and Repair Spell Crit Damage.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
 

Lazuli

Well-known member
KNOWN ISSUE: They are missing their static effect in this Preview, aiming to fix for next Preview. The Artifacts are intended to be:
  • The Band of Binding
    • Artifact Ring
      • New: Memory of Binding: On weapon hit, you have a chance of paralyzing your enemies. Struck enemies must make a DC 120 Fortitude save or be paralyzed.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Mask of the Killer
    • Artifact Helm
      • New: Memory of Butchery: You have a lingering voice in your mind, reminding you of the weak points in every body. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Harrowing Remains
    • Artifact Necklace
      • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
  • The Life for the Lifeless
    • Artifact Bracers
      • New: Memory of Animated Objects: +(Above 159) Equipment Bonus to Rust and Repair Spell Power. +(above 23) Enhancement Bonus to Rust and Repair Spell Crit Damage.
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
Confirming... the accessories are also losing an augment slot, right?

From what you're saying, does the artifact ring also have a sun/moon slot? If so, well done.

If Memory of Shattered Life only increases CL, it's useless. Please, increase the MCL. We're severely capped in CL with all the spells. We need MCL.
 

Epicsoul

Lava Divers Assistant to the Regional Manager
  • The Harrowing Remains
    • Artifact Necklace
      • New: Memory of Shattered Life: Increases the wearer's caster level when casting ninth level or lower Sorcerer, Wizard, or Divine spells by two
      • Dolorous Slot
      • Miserable Slot
      • Woeful Slot
      • (usual list of chromatic and sun/moon slots)
I know it will be a no, but I'm going to ask for this to increase MCL anyway.
 
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